All podcast content by Mark Rosewater
Okay, I’m pulling out of my driveway! We all know what that
means! It’s time for another Drive to Work.
Okay. So I spend a lot of time on this podcast talking about
the history of Magic. Today, I’m
going to talk about the history of design. This is something I’ve talked
about in my column, but I thought it was worthy of a whole podcast.
Now I’ve talked about how I believe that design has gone
through iterations and gone through improvement, that the technology of design
has advanced. Now, before I begin, let me explain this carefully… what’s the
quote? “If I
can see farther than those that come before me, it’s because I stand on the
shoulders of giants,” I believe is something like the quote. I’m
paraphrasing.
What it means is, each advancement happened because of the
work that was done before. The fact that the current design is very different
from early design is no slight on early design. That each level, each step,
each stage came about because we learned stuff from the prior stage and built
upon it. And so that’s important to understand, that I’m talking about the
evolution of the technology of design, and it came about because of all the
hard work of all the people who’ve worked on design.
And so today my talk is nothing but looking at the awesome
work that all the designers that have ever worked on Magic have done. And that every designer who has contributed
anything has advanced and pushed us in the direction we have gone, and the
place we have gotten to.
Okay. So right now, I divide Magic design into five stages. So today, I’m going to walk through
the five stages, and explain what I think each stage was about, and how it led
to the next stage.
We begin with the First Stage. Which begins in Alpha, and I
have it running through Alliances. Okay, so when the set first began, I’m going
to talk also about the Head Designer as far as the person who was in charge of
the design overall, big picture. That you’ll see, the stages kind of follow
Head Designers is partly how it plays out.
So essentially the Head Designer was Richard Garfield. He
made the game, it was his baby, he definitely very much influenced how it
functioned. So one of the things to understand, I mean Richard is a very
prolific game designer, an awesome game designer, one of the things that
Richard is a big, big fan of, and I as a game designer am very shaped like this
because I consider Richard to be my mentor when it comes to game design, is
Richard very much cares about the feel of the game. The flavor of the game,
that Richard is someone who he wants the game to be about something, and that
when he first made Magic, he was
very invested in making all the cards feel as strong as they could.
And so Richard was very much about inspiring the design from
the card. And that if you look through Alpha, in fact at work, actually we have
Beta sheets, not Alpha sheets, but up in the office we have Beta sheets, and
that the Beta sheets are framed, and something we look at all the time. And
what your realize when you stare and you look at them, and I’ve looked at the
Beta sheets lots, is Richard was trying very hard to create mechanics that
matched the essence that he was trying to create.
And like I said, early Magic
is—there’s a lot of things that have been grandfathered. For example. One of
black’s shticks is black, most of its kill spells cannot kill everything. That
there’s always an exception built into a lot of them.
The most common exception is “non-black.” You know, you can’t kill black things. Well, why is that? Because Richard made a card called Terror long ago, and the idea of Terror was, “I’m going to frighten you to death.” Well, other black things, they don’t scare quite as easily. They’re used to some pretty creepy things. And artifact creatures, they don’t even have the capacity for fear. So Terror was like, “Okay, well I scare to death non-black and non-artifact creatures,” because that’s the flavor he was going for.
And what happened with time was that started getting
ingrained in what black meant, even though the flavor actually came from trying
to represent the idea of scaring you to death. And so a lot of Magic early on, the mechanical choices
that Richard made were based to try to make individual cards have flavor.
Now, there’s lots of good came from it, and Magic is the game it is because of
that. I mean, I think the reason Magic
took off—and remember, early Magic,
it was just from the gates, from the start, it was just this exploding thing.
And I think there’s a lot to do with it, the golden trifecta of the trading
card game, the
mana system, the color
wheel, all those, I think played into it.
But another factor was Richard made it fun. Richard made it
exciting. He kind of figured out what you wanted, and gave it to you. And he
did that really, really well.
Now, one of the downsides of the First Age is when you focus
on making decisions on a card-by-card level, you make inconsistencies. And that
is one of the problems—beginning at the Second Age, that’s one of the problems
that sort of spurred the Second Age.
So what happened was, historically, give a little history
here, is Richard made Alpha, Richard then made Arabian Nights, and then Richard
came to Wizards and started working full time, and Wizards, with the explosion
of Magic, what had happened is
trading card games became hot, Richard was busy working on other trading card
games.
He made a game called Jyhad, that later got renamed Vampire:
The Eternal Struggle, he made a game called Netrunner,
he would later make a game called BattleTech.
He also made a Star Wars game.
Richard made a whole bunch of different trading card games. And that so once he
got there, his focus moved from Magic
to other trading card games.
Now, he was around, and he was giving input. I mean,
definitely people asked his opinion of things. But Richard was busy doing other
games. So they had to hire other people to be making Magic. Well, one of the people they hired was a guy named Joel
Mick.
So Joel was one of the original playtesters. There were
different playtest groups, he was in the playtest group that I think Richard
met through his bridge club. And it was the group that would later go on to
design Mirage. So it included Joel, Bill Rose, current VP of R&D, Charlie
Catino, Lily… what was Lily’s maiden name? [NLH—Wu.]
Lily would later end up going on to marry Richard.
But anyway, the bridge club he met a bunch of people, a
bunch of the ended up making, like I said, making Mirage, and Joel actually
even worked for the East Coast Playtesters on the Antiquities expansion.
But anyway, Joel came to the company early, early enough
that I would consider him first wave of R&D, and first wave, I’ve explained
before, is the R&D that were playtesters that sort of came to Wizards when Magic hit it big.
And so Joel became the first person who had—I’ll use the
term “Head Designer,” at the time, Head Designer and Head Developer were one
person. It was one job. And so Joel was in charge of both overseeing Design and
Development.
Now Magic has
progressed enough and the skill sets are unique enough that we’ve now divided
them. Where there’s a Head Designer in charge of Design, and there’s a Head
Developer in charge of Development. And at the time it was one role. But
anyway, I’m going to call it Head Designer, but be aware that he also did
development.
So Joel, Joel’s main guidance—and Joel was the Head Designer
for a while, and later would go on to become Brand Manager of Magic. Joel was very much about
consolidation. That one of the big problems that happened in early Magic was, because everything got
decided on a card-by-card basis, there was a lot of inconsistencies. For
example, cards that did similar things wouldn’t work exactly the same. Or one
card would have rulings put to it, and another card would have different
rulings put to it, each one the rulings were meant to make sense with that
card, but they were inconsistent. That the rules didn’t work the same.
And so Joel was one of the big proponents of pushing the
idea of the Sixth
Edition rules, which were the rules that consolidated a lot of Magic, that cleaned a lot of things up.
And Joel was a big part of the idea of—the reason Mirage in my mind is the
start of the Second Age is it’s the beginning of the block.
I mean, Ice Age was sort of a proto-block, but really
Alliances was only as an afterthought sort of paired as an expansion to Ice
Age. When it was designed it really wasn’t—in fact, we in development did a lot
of energy to kind of connect the two. I mean, there was no reference to
“snow-covered,” in their design, I don’t think there were any cantrips in their
design. There’s a lot of things, like they were just making new and fun cards,
and we had to go back and use a lot of flavor and a little bit of mechanical
connectedness just to make Alliances feel like it was an extension of Ice Age,
because I think in their minds it wasn’t.
Where Mirage, Mirage and Visions were actually designed
together and meant to go together. Weatherlight was a little bit of a tack-on
at the end, and that was designed by a different group. But it was the
beginning of the modern-day, what we think of as a block.
And I mean, in my mind the Second Age—okay, now we get into
the Second Age, the Second Age was about having a cohesion to the design. Saying
“We need to make rules and things that will allow us to make consistencies in
the game.” And so under Second Age, the idea was “Let’s stop doing extraneous
designs. If a design isn’t fulfilling what the card needs to do functionally,
let’s not do that. Let’s make the cards as clean as we can and as simple as we
can, and try to make sure that the things that are similar are clumped together
and work the same.”
And, on top of that, the idea of a block was “Let’s take
multiple sets in a year, and give them cohesion.” So before that, in the first
design, every set was kind of “Here’s new stuff! Here’s new stuff! Here’s new
stuff!”
And I think what Joel realized is, “Look. There is a limit
of how much new stuff you have.” And that Joel was the first person to say,
“Okay, we need to consolidate a little bit. So let’s make each year about one
thing.” I mean, a couple things. Usually there were two keyword mechanics back
in the early days.
But let’s focus a little bit. Mirage is about this setting.
And also, the other thing is by consolidating, a block allows you to have a
unified setting. And what the unified setting did is it allowed Creative to
make one world.
Now, early Magic, if
you remember for those that know, was much—I mean, most of it all took place on
the same place. This was on Dominaria. But it was
different parts of Dominaria. So the worlds had a different feel. Mirage was in
Jamuura, which was
an African-inspired continent, but it was very different from Terisiaire or other sections of Dominaria, to give it a
different feel. Later on we would go on to really exploring new worlds, new
planes, but that would come later.
Okay, so the Second Age of Design consolidated, cleaned up,
had rules, it was very much about making things connect and making things
easier to comprehend. Joel, by the way, was also the person, he was the Brand
Manager, who got the rarities marked on the card. Who put collector numbers on
the card. That started saying, “You know what? There’s some functionality we
need on the card to ease the process of collecting the cards.” And so I think
Joel’s reign—I suppose on some level as Head Designer and as Brand Manager, was
simplifying and cleaning up and consolidating what Magic was.
Okay. Now we get to the Third Age, which starts with
Invasion. And that is the introduction of Bill Rose as Head Designer. Okay, so
Bill Rose and I started literally the same month. Bill was one of the original
playtesters, although he’s second-wave R&D, he’s the one second-wave
R&D person that actually started as a playtester and knew all the
first-wave crowd very well. Was friends with them.
And so although we started at the same time, Bill had a
little bit of a leg up in that he was very well-familiar and comfortable with
everybody else in R&D. So Bill, when Bill took over as Head Designer, I
think the thing that I attribute Invasion, the start of the Third Age of
Design, is about the idea of theme. Is saying, “Okay, it’s not…” I mean, Joel,
in the Second Age, made sure that each design, each block had a cohesion to it.
But the it didn’t have a mechanical cohesion. Well, it
didn’t in the following regard. What Joel did is said, “Okay. We have a
mechanic, we have two mechanics usually, two named mechanics. We’re going to
introduce them in the first set, we’re going to evolve them in the second two
sets. So okay, these are the things this block cares about.” But those two
mechanics didn’t need to necessarily be tied together. You look at Mirage, it
was Flanking and Phasing. Tempest it was Shadow and Buyback. Urza’s Saga it was
Echo and Cycling.
The mechanics didn’t really have much to do with each other.
They were two separate things. Now, some of the designers, like I know in
Tempest I tried to make them thematically interact with one another, in
contrast, but anyway, the difference there was the start of the Third Age of
Design is like “Okay, what is this block about?” It has a theme.
Invasion is about multicolor. All the pieces that went into
it—kicker was chosen as a mechanic because it worked well with multicolor.
Split cards worked well because it worked well with multicolor. If you look at
the different components of what was put in the set, domain was in the set,
because it worked well in a set where you’re playing lots of colors.
And so the key to the Third Age was an idea of a mechanical
cohesion to what was going on. And that tended to come out in a theme. So if
you look at the sets I’m talking about, Invasion was a multicolor block.
Odyssey was a graveyard block. Onslaught was a tribal block. Mirrodin was an
artifact block. And then Champions of Kamigawa was a top-down Japanese block.
That you started to see a sense of cohesion to what was going on.
And if you start to
look at Bill, I think Bill’s big thing was—I think Joel was trying to get all
the ducks in a row and make things consistent, and that Bill took it to the
next step. Bill said, “Okay, not only do we want to be consistent, but we want
to be thematically consistent.”
And Bill very much pushed the idea of trying—because one of
the things that you realized as the game got older, was in the early days,
every expansion was exciting because there just weren’t that many expansions.
“Oh my God, it’s the sixth expansion!” But as you started getting into the 30,
40 expansions, you need to do stuff to really make it different.
And so Bill was like, “Okay, it’s the multicolor block.
We’ve never had a multicolor block. It’s the graveyard block. We’ve never had a
graveyard block.” And I think a lot of Bill’s contribution as Head Designer was
the idea of, “We need to sort of flavor each block in a way that gives it its
own identity.”
Okay. So, from Bill, the next Head Designer is me! So what
happened was, Bill has always been interested in management. In fact, the job
before he came to Wizards, he ran a chemistry lab back in Philadelphia. Bill
very much wanted to manage, and so Bill eventually worked his way up to become
the VP of R&D. And for a while, Bill was both the VP of R&D and the
Head Designer/Head Developer. But eventually it became clear that he couldn’t
do that.
And so he ended up hiring Randy Buehler to sort of oversee
that. And what happened was, while Randy Buehler had the skill set to oversee
Development, he didn’t really have the skill set to oversee Design. And Randy
quickly figured out that he needed somebody that could sort of watch Design.
And so that ended up being me.
So Ravnica, if you’ll notice, what I call the Fourth Age of
Design, Ravnica was the first what I call block design. And the idea is, before
that, the way we were designing sets is, we would make a large set. And we
would pick out some mechanics, we knew, in Joel’s days, it’s like “Okay, we
have flanking and phasing,” or whatever. In Bill’s time it was like “Okay, it’s
the multicolor block.”
And we would just design the second set with—we’d leave
ourselves some hooks, we’d know some evolutions of mechanics, but we kind of
just painted the first room, and then got to the second room and painted, and
then got to the third room and we’d often paint ourselves in a corner, because
we would not do a good job of figuring out “Well, where exactly are we going?”
So during Invasion, we kind of stumbled onto something. What
happened was we were making different cards, and Henry Stern and I had come—independently,
ironically—had come up with the idea of “Maybe what we want to do to make
things easier is save the enemy color stuff, just do the ally color. And then
in the last set we can do the enemy color.” And that was probably the earliest,
earliest sort of sense of a block design, where there’s something about it.
And the interesting thing is, Apocalypse sold really well.
Traditionally in Magic, the third
sets have always had issues, especially because “Hey, we do something, we do
more, we do more.” That by the third set, people are getting tired of it, and
so we started having to try to drum up the third set a little bit. And kind of
our goal with Apocalypse was to give the third set some identity, but what we
ended up doing is making it the earliest block structure.
So what happened was, when I had the assignment for Ravnica,
my goal was “We’re doing a multicolor block.” Now, we had done a multicolor
block. A lot of what Bill was planning off of was “Here’s an identity. We’ve
never done this thing.” Well, we had done this theme, we had done Invasion. And
so my job was to try to figure out how to make it not Invasion.
And while doing that, I figured out that I wanted to plot it
out. I wanted to figure out where things were going. And with that mindset, I
ended up coming up with the guild model that said, “Oh, okay, well, we’re going
to take this thing and chop it into three pieces. And when you see the first
piece, you’re going to figure out the later pieces. You might not know exactly,
but… and by the time you see the second piece, you know the third piece.” That
it was something in which there was much planning in going into it.
And a lot of what I was trying to do during what we consider
the Fourth Age, my big thing was that I wanted us to think a little bigger.
Now, if you notice, if you follow along, First Age is very card-focused. It’s
very centered on the cards. Second Age is more group-focused, looking at making
mechanics work consistently, making sure that a block had the same things in
it. That it’s looking for a general set of structure. And it even thought about
the sense of blocks, although it was a little more mechanical-centered. But you
get to the Third Age, and now it’s “Okay, now it’s themes. It’s growing even
wider. What is this block about?” We get to the Fourth Age, now we’re designing
the blocks themselves. The concept of the blocks, how do the blocks work?
And I think it’s very important that if you watch as we
evolve, if you watch the design technology, it is about getting a larger and
larger scope with time. That I think as we’ve gotten better at understanding
how things work, we’re sort of pulling back and going to the next layer. If you
want to think of it as… an onion? What has layers? That… although we keep
adding layers rather than taking layers off. So maybe the onion’s not the
perfect metaphor. Paper mâché? I’m not sure the metaphor I’m going for here.But
we sort of work on something, and we keep adding to it, and I mean we don’t
lose what comes before it, although there’s an interesting thing that will come
up when I get to Fifth Age.
So anyway, what happens is that Fourth Age was about just
thinking in the sense of our job as designers is much broader than just
individual cards and individual mechanics and even individual sets. That we are
trying to create an overall experience, part of that experience is making it
have cohesion and making it have identity, and that I think that Third Age was
very much about giving each block a very strong identity, and that Fourth Age
was about giving each set a very strong identity.
Okay. Now, the interesting thing is Fourth Age to Fifth Age
is the only time the Head Designer doesn’t change, because I was still there.
But I like to think that Fifth Age was a combination of a conclusion that I had
come to, and something that I think Aaron Forsythe has a lot to do with the
Fifth Age of Design. Now let me explain.
Okay. So what happened is, Aaron, quick story who Aaron is,
I originally had got Aaron to work on the website because I thought he’d be
very good. We ended up putting him on Fifth Dawn to be on the design team, just
to get a fresh perspective, thought maybe we’d get a good article out of it, he
ended up doing awesome, we ended up bringing him to R&D, for a while I was
his boss and I was pruning him to be a designer… pruning’s not the right word.
I was prepping him. I was working with him to become a designer.
And then when Brian… I’m blanking on his name, Brian, the
Head Developer who did Ravnica and Time Spiral. Brian Schneider. When Brian
Schneider left, there was a vacancy for Head Developer, and Aaron stepped into
that. Aaron hadn’t really thought about it, but he had done some development
and ended up becoming Head Developer. Shortly after that, Randy left, and there
was a job for the Director. He ended up doing that… (???), Aaron reported to
me, and within like two years I reported to Aaron. It was a very fast series of
events.
And so Aaron was trying to figure out how to reinvigorate
the core set. And so one of the things that Aaron did is he went back and
looked at Alpha, looked at the Beta sheets on the wall, and he figured out that
over time the design had… while it had done a lot of good work to create larger
cohesion, it had lost a little bit of the magic that Alpha had. And Aaron—we
now refer to this as resonance. Which is when you come to something, the more
that that thing has something that means something to you, that there’s some
emotional weight to it, the more you bond with it.
And the idea was, in Alpha, the reason people bonded quickly
is that Richard took just staple things of fantasy and brought them to life in
the game. And that when you saw a white knight, you think “Of course!
Protection from [black]!” and “Oh, first strike! Of course, that’s a white
knight!” And that it really connected you to Magic.
And then the reason was, the things that Richard was tying
into, be it the color wheel, be it different creatures, were things that if you
were familiar with fantasy or even just… not even fantasy, the color wheel in
my mind ties into human psyche, that you got it. And it made sense to you and
you understood. And that there was an excitement that came about.
And Aaron came to the conclusion that we had lost a little
of that along the way. That we had done so much to mechanically make things
work that we had lost a little bit of the feeling, if you will.
And so Aaron brought about the idea of resonance. So Magic 2010 was the core set where Aaron
really redid it. I mean, it was the core set for example to have new cards, and
Aaron did a big push on making top-down stuff and doing a lot more resonant
things.
So meanwhile, behind the scenes at the same time, I was
wrestling with a different problem. Which was we our acquisition was going
down. I was trying to figure out how to turn that time. Matt Place and I came
up with the concept of New World Order. Which is here’s a way to make it a
little more approachable, make commons accessible. And move complexity out of
common so that new people coming to the game had a little easier time.
And so New World Order and resonance kind of hit at the same
time. So the first set that kind of had both was Zendikar. But Zendikar
still—the reason I don’t think the Fifth Age of Design started until Scars was
we—it was a bottom-up set working off land design, and that we after the fact
figured out we wanted to add this “adventure world” sheen to it. And I had
enough room that I was able to add some mechanics to do that. But Zendikar at
its core was still—the way it was built was “Hey, let’s find a mechanical hook
and then build around it.”
Scars did something a little different. Scars of Mirrodin,
which is the start in my mind of the Fifth Age of Design. Scars was like, “I
want to tell you a story. I want to build you a world.” And so I took to heart
Aaron’s resonance thing, and I took it to the next level.
Which was I said, “You know what? One of the things that’s
most important…” and it’s funny, I’ve talked about how writers have a theme.
That carries throughout them throughout. And I’ve talked about this. My theme
is how people like to think that they function intellectually, but in the end
we’re very run by our emotions.
And I came to realize that I was doing the same thing in
design. That I was designing with my head and not my heart. I was thinking
about how people thought about my set, and not how they felt about my set. And
this was a big, big change for me. And I said, “You know what? I want to make
sure that my designs evoke an emotion out of my audience.” And so I said,
“Okay. I’m introducing the Phyrexians. These are, in my mind, the badasses of Magic. These are…”
I refer to that I consider the Phyrexians to be the ultimate
bad guys in my mind of Magic. That
they are this environmental villain that just really, really works in the kind
of stories that Magic wants to tell.
That when they attack, they attack environmentally. Which is a way they just
seep through a card set. And, because they convert things that are there, they
are a very flexible villain, they can overlay on different worlds. And you’ll
get different things. Which is kind of cool.
But anyway, I wanted you to have a
sense of the Phyrexians. I wanted you to feel violated. I wanted the
Phyrexians to have this just—a sense. I wanted an emotion. And that was the
first set where I said, “You know what? I need the audience to feel something.
That the goal of my design is not how they’re gonna think about it, but how
they’re gonna feel about it.”
And this is a fundamental, fundamental shift. This is how,
why Fifth Age in my mind is a very different animal than Fourth Age. That if
you look from Scars of Mirrodin forward, I’ve picked my mechanics based on
creating an essence and a feel. That there’s an emotional response I’m trying
to get.
Now the funny thing is, I think I succeeded a little too
well with the Phyrexians. I made them so invasive that people were like, “Ugh!
The Phyrexians kind of annoy me.” You know, that it really got under people’s
skin. And that I think there’s a very love/hate relationship with the
Phyrexians now, because I really succeeded in making them kind of disturbing.
For good or bad, I succeeded very well in that task. And that one of the things
was I wanted you the player, when you play the set, to feel something. And that
I have been working hard to pick mechanics that evoke that.
I talk a lot about piggybacking, I’ve
done a podcast on that. I mean, resonance ties into this. What I want to do
is I want to figure out what baggage comes with what we’re doing that I get to
work with, and then I want to figure out, “What exactly do I want?” When you’re
playing my game, the game, the set I’m working on, when I’m playing it, not
just what do I expect you to do as a player, but how do I want you to feel
about it?
And that to me has completely shaped modern design. In that
one of the things that I do now, when we do advanced planning is, I’m like
“What’s the world about? What’s the emotion you’re going for? What’s the feel
you’re going for? When people play your game, what do you want them to feel?”
Where, in Theros, I was trying to create the sense of
accomplishment. Of adventure. That you are building something. That you are
achieving something. And the whole set is about building things up and creating
the biggest hero or the biggest monster or the biggest god you can. And that
you are working towards something.
And then what I’ve discovered is, if each set creates its
own sort of emotion, when your audience plays it—because remember, the big, big
job of a designer is to make the set do two things. I mean, first and foremost,
is to make the players enjoy themselves. And second is to make the players
experience something.
And that hopefully that experience is part of the thing that
makes it fun for them. But I mean, whenever I make a set, I want to figure out
what is my audience experiencing? And what are they enjoying? Those are
intertwined, hopefully what they experience and what they’re enjoying is
connected, but they’re slightly different things.
Remember, by the way, that you can enjoy things that aren’t
all positive. My perfect example is that I might go to a horror movie and feel
horrible fear. Well, you know what? Fear in general is not a good sensation. But
in an environment where I understand that I’m safe, that it’s a movie, I’m not
actually in danger, it’s a visceral rush. It’s fun. It’s kind of fun to have a
lot of the different feelings, the highs and lows. Especially when it’s in a
safe environment. Once again, create comfort, then add surprise. So, the Fifth
Age very much was creating this feeling.
So now, let’s recap, since I’m not super far from work. So I
think what has happened with design, and in some ways we’ve come full circle,
in some sense. I think where Richard started is a place that I’ve ended up to
in a different way. I think Richard very much did care about how things felt
and what emotion he was evoking out of his audience.
Now, he did it in a little different way, in that a lot of what
Richard did was just make sure a lot of individual things had the sense he
wanted. And what’s happened over time was, I had to find a way to get the
cohesion that Joel and Bill needed, but also had the emotional response, that
had the resonance, that… you know, and that one of the things that I’m very
proud of is Magic is twenty years
old. There are not a lot of games that get to say they’re twenty years old.
But, and here’s the interesting thing, Magic
constantly changes. So not only is Magic
twenty years old, it’s a constantly evolving twenty-year-old game. That a lot
of games that have lasted twenty years, it’s like, “Well, they make their
thing, they do it, they do it well, done.”
Scrabble, other than minor, minor dictionary changes, is
Scrabble. Monopoly is Monopoly. Chess is Chess. And yeah, over the years little
tiny changes have happened. The public has made house rules that got popular
enough that eventually they folded it into the rules, there’s little tiny
changes that happen over time. But pretty much they’re static games.
Where Magic is
anything but a static game! It literally changes—I mean, not only does it
change—forget us adding new cards to the environment. Just the metagame will
change! Just players—the way we design Magic
is, we create tools in a system and let the audience do what they want to do
with it. We guide them, obviously. And then see what they do with it. See where
they go.
And then one of the exciting things about it is, we are kind
of making—I mean, Magic in my mind,
in my head, I think of Magic as
being a living organism. In that it’s alive. And that we shape it, and we
definitely sort of have some impact on how it’s shaped, but we don’t control
it.
And the players don’t completely control it. That’s one of
the things that’s why I kind of feel it’s alive. That no one person controls
it. A lot of people have an impact on it, but because it’s a thing that—for
example, when I design a set, I’m not the only person who’s making the set. I
have a design team, there’s a development team, there’s a creative team,
there’s an editing team, there’s a rules team. There are all these people
working together, and what we make is the combined effort of all of us.
And then, what it becomes to the public is combined with the
public’s—what they do with it. And one of the things that’s very interesting,
and I feel like a proud papa—I mean, Magic
is not my creation, it’s Richard’s creation, but I’ve been around for a lot of
its upbringing. I feel like maybe the adoptive father. That I’ve been around
for much of Magic’s upbringing, and
I really, I’m very, very proud of all of the love and all the people and all
the hard work. I mean, Magic is
where it’s at because hundreds of people and thousands and thousands of players
have all gotten us to where we’ve got.
And it is pretty remarkable. Like I said, I at home have a
bookcase, sorry, multiple bookcases in my den, I have two full bookcases plus
in my basement two more bookcases of games. I have tons and tons and tons and
tons and tons and tons and tons of games. I love games. I play a lot of games.
And Magic is by
far, by far the best game I’ve ever played. It is my favorite game. I love Magic. And it’s exciting to be part of
it, it’s exciting to be there, and the reason that I think I love Magic so much is it has this quality
that is unique to any other game I’ve ever seen. That it is kind of a living,
breathing entity, and I’m excited to see where it goes. I’m excited to see what
happens to it.
That one of the joys of being on design is that I get to
watch the set get born, if you will. And watch it evolve and grow and become
the mature set you guys all get to see. By the way, if you’re wondering why I’m
waxing poetically, I’m waiting in traffic. For some reason there’s some
traffic. I’m very, very close to work. Normally I would be two minutes from
work. But I have not moved. I’m sitting in a traffic jam. This seems to be a
theme the last couple months. It’s hard to get to work.
Anyway, let me give a final sort of thought as I sit here in
traffic. I think that as we look at Magic
over the years and look at Magic
technology, that one of the things that has happened is that I often talk about
iteration. I believe that good design is a process of iteration. That it’s
about doing something and then getting feedback and then making changes and
then doing it again.
And if you watch how we do design, literally, you want to
know how we design? Here’s how we design. We make a card file. We playtest it.
We take notes on our playtest. We make changes based on those notes. We
playtest again. And we do that for a year. I mean, the iteration process gets
shorter as time goes along, the playtests early on might be 3-4 weeks apart,
where at the end they’re a week apart. But nonetheless, that’s how we do it. We
iterate.
Now, if you stand back and you look at Magic design from a big standpoint, it’s the same thing. We
iterate. And here’s how I think of it in a meta-sense. We make a design. We put
it out there, we see what happens. We take notes on that design. The public
gives us a response. And we learn what people like and don’t like. So one of
the things I talked about, and this is a famous thing from Malcolm Gladwell,
that how do you get to become an expert at something? Which is 10,000 hours
with constant feedback.
And so Magic has
had its 10,000 hours and has its constant feedback. So one of the things that I
hope that all of you understand is, one of the reasons Magic is so special is the input of the player base. That we have
gone way out of our way to give you guys a voice. So that we understand what
you like and don’t like. Because Magic
is an iterative process in a big level. We make a set. You give us feedback, we
change things based on the feedback, and then we make a new set. And Magic’s been iterating for 20 years. And
that’s pretty exciting. That is a pretty cool thing. That there aren’t games on
the market that iterate at the speed of…
And one of the reasons I think Magic is such a good game is, it has been iterated for 20 years.
Most games iterate, you make them, and they’re done. And then that’s the game.
And yeah, maybe if they become a classic game, there’s a little tiny bit of
iteration. Yes, chess has evolved a little tiny bit over the years. But it is a
slow, slow iteration. En
passant probably
happened after a thousand years of chess going by. And by the way, as
iterations go, I’m not a big fan of en passant. I’ll get letters now. “How dare
you!”
To be fair, by the way, while I’m not a big chess player,
I’m a big fan of the model of chess. I think chess is a very interesting game
to study as a game designer. It is clearly a game that sort of iterated and
found a nice place. I mean, it has flaws being a thousand years old, but the
flaws are—they are baked into the system in a way that they’re part of what
makes the game the game. I believe your flaws are your greatest strengths
pushed too far. So a lot of chess flaws come from its strengths, and I think
that’s—a lot of Magic’s flaws come
from its strengths.
But the thing that I think sets Magic apart from a lot of other games is the fact that we have been
iterating for twenty years means that we have been evolving and improving. And
I think that Magic got to a place
that most games don’t get to. Most games don’t get the amount of people working
on it that Magic has working on it.
Most games don’t get the number of people—I mean, I think one of the neat
things about this whole process is that we are able to take Magic and learn and change.
And that if you look at the evolution of Magic, I mean one of the things that I
think is fun when I go back and look at the different stages of Magic, is trying to understand what it
means. What each of the stages has meant. And in my mind, really what it’s
meant is that each stage has sort of—we’ve learned things along the way. We
learned things players liked and didn’t like, and then we’ve incorporated them.
And that one of the things that’s funny is when I get new
designers in, there is a lot of tribal knowledge. There’s a lot of things we do
that “Why do we do them? Well, we’ve learned it works.” We’ve learned that
“This is something that through trial and error worked. That we iterated and
got there.”
And then, from time to time, we have to stop and ask
ourselves, “Oh, this thing that we’ve assumed is just the way it is, is that
100% right? Did we make assumptions that aren’t correct on it?”
So one of the things is, I’ve been doing this stuff for
eighteen years. Okay? Eighteen years. It’s hard to do anything eighteen years.
And people say to me, “Well, aren’t you tired of it?” I mean, I’ve pretty much
been doing the same job for eighteen years. I mean, I wasn’t always Head
Designer, but I’ve been designing Magic
for eighteen years.
And people say to me, “Okay, Mark, when are you moving on?
Have you got it? Have you got your fill of it?” And what I say is, “No, you
don’t understand. It’s not done.” Like, my job, whenever I go to do a Magic set, we are evolving. We are
learning, and we are doing things different than we did before.
For example, I was around for each of these stages. I mean,
I was there for the tail, tail end of First Age. But I was around for
Alliances. But I was there for each of the stages. I went through that stage.
It wasn’t like I knew better. I didn’t. We learned. And we learned at each
stage about how to make it better.
And here’s the awesome thing. Are you ready for the awesome
thing? There’s a Sixth Stage coming. The Fifth Stage is not the last stage of Magic. We are going to figure out other
ways to make Magic even better. And
I don’t know what they are. That’s the awesome thing. By the way. Why do I keep
doing this job? Because when I was working on the First Stage, I didn’t know
the Second Stage yet. When I was working on the Second Stage, I didn’t know the
Third Stage. I didn’t know the Fourth Stage. I didn’t know the Fifth Stage.
That I’ve been able to be along to watch the discovery, and sometimes
make the discovery, of Magic. And
watch it evolve. And I know there’s a Sixth Stage right now just waiting to be
found! And that my job as Head Designer is to try to find the Sixth Stage. Is
to figure out “What’s the next step of evolution?” You know. And the key to doing
that, the key to doing it, is to try to make the Fifth Stage, to improve the
Fifth Stage to the best I can. To make the best possible Fifth Stage. To keep
evolving and iterating that I am taking the last big change and making it do
the best thing it can.
Because what will happen, and history’s shown me this, is
that in trying to make the Fifth Stage the best stage we can, I will discover,
or somebody else if not me, will discover the essence that makes the Sixth
Stage.
And that—why don’t I get bored after eighteen years? Because
my job is not the same job. The game I make this year is not the game I made
five years ago, it’s not the game I made ten years ago. That it keeps changing.
And my role keeps changing. And that what I have to do and how I have to do it
keeps changing. Because what happens is, I get good at something. And once I
get good at it, I look for ways to keep improving. And then I find new skills
that I do not yet have, and try to improve on those.
Like I said, we spent a lot of time figuring out how to
consolidate things and make them uniform so the game had a cohesiveness to it.
And in doing that, as Aaron noticed, we had lost track of something that we had
to find again. We had to find the spirit. We had to find the emotion.
And now that we’re doing that, I think we’re doing a really
good job. I’m super happy with Theros. And, I mean the funny thing is, not only
am I done with Theros, I’m done with Huey, which you guys won’t see until next
fall, I’m working on Blood, the year after that. And I’m working on advanced
design for the set after that! And I’m working on my seven-year plan for seven
years after that! There’s all sorts of stuff coming.
I mean here’s the thing that’s amazing, that you guys—I mean,
I can’t give you details here, but there is so much awesome coming! There is so
many—like the fact that the hardest part of my job is, I have to wait two to
three years. We do amazing things, and then I have to wait for you guys to see
it. There is so much awesomeness in our future. Magic has—like, if you think that Magic is resting on its laurels, if you think that Magic has nowhere to go, well you are
wrong, I live in the future, I know what it is, and it’s frickin’ going to be
awesome. And I’ve got to wait until you guys—I have to wait for you guys to see
it. Not that what’s coming up isn’t awesome. It’s all awesome. But I mean…
Anyway, Magic
design is constantly evolving. That is my lesson of today. Which is if you love
Magic and love watching it evolve,
you are in luck! Because it is doing that. It is constantly doing that. And I’m
happy to say that it’s continuing to do that. And there’s… man. There is such
cool stuff coming that you guys have no idea. And I… I will have to sit by and
watch. Eventually I will get to see it! And to be fair, everything coming is
awesome. Theros block is awesome. It’s great new stuff coming in Theros block.
Huey block is awesome, there’s amazing things coming in Huey
block. Blood block is awesome! There’s great stuff coming there. So we will
keep iterating if you guys keep playing.
Anyway, if you cannot tell, if you cannot tell, I am
passionate about Magic design. Very,
very much. I love what I do, it’s my dream job, the fact that I get to drive to
work and talk about this and get so excited about it is because I love what I
do. And I’m glad you guys are here. Hopefully we are delivering. I want to
knock this out of the park every chance we can. I want Magic to keep iterating and become… I don't know. I think it is the
best game, but I want it to become even better. That if Magic is amazing with twenty years innovation, what happens with
thirty? What happens with forty? What happens with fifty?
Anyway, I’m now at work. And I’ve got to go. So anyway,
thanks for joining me today on what has been a very passionate podcast. And
long podcast. But thank you guys for joining me, and I have to happily go be
making Magic. Talk to you guys next
time.
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